fix mixing up of SDL and libc allocators, proper flushing of quad build buffers
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7074e7499a
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bd89c4b938
@ -66,7 +66,7 @@ void game_tick(void)
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{ // First tick, initalizing data
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// Allocating State struct to store data there
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if (!ctx.udata)
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ctx.udata = ccalloc(1, sizeof(State));
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ctx.udata = calloc(1, sizeof(State));
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}
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input_action("add_a_bit", CONTROL_LEFT_MOUSE);
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@ -12,7 +12,7 @@
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void game_tick(void) {
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if (ctx.initialization_needed) {
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if (!ctx.udata) {
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ctx.udata = ccalloc(1, sizeof (State));
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ctx.udata = calloc(1, sizeof (State));
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State *state = ctx.udata;
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state->ctx = &ctx;
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@ -203,7 +203,7 @@ static void calc_collisions_y(Player *player) {
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Player *player_create(World *world) {
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Player *player = cmalloc(sizeof *player);
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Player *player = malloc(sizeof *player);
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*player = (Player) {
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.world = world,
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@ -34,7 +34,7 @@ static void ingame_end(State *state) {
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Scene *ingame_scene(State *state) {
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(void)state;
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SceneIngame *new_scene = ccalloc(1, sizeof *new_scene);
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SceneIngame *new_scene = calloc(1, sizeof *new_scene);
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new_scene->base.tick = ingame_tick;
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new_scene->base.end = ingame_end;
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@ -5,9 +5,8 @@
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#include "twn_game_api.h"
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#include <SDL2/SDL.h>
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#include <stdio.h>
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#include <stdlib.h>
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static void title_tick(State *state) {
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@ -26,8 +25,9 @@ static void title_tick(State *state) {
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/* draw the tick count as an example of dynamic text */
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size_t text_str_len = snprintf(NULL, 0, "%llu", (unsigned long long)state->ctx->frame_number) + 1;
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char *text_str = cmalloc(text_str_len);
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char *text_str = malloc(text_str_len);
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snprintf(text_str, text_str_len, "%llu", (unsigned long long)state->ctx->frame_number);
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free(text_str);
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const char *font = "fonts/kenney-pixel.ttf";
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float text_h = 32;
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@ -64,7 +64,7 @@ static void title_end(State *state) {
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Scene *title_scene(State *state) {
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(void)state;
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SceneTitle *new_scene = ccalloc(1, sizeof *new_scene);
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SceneTitle *new_scene = calloc(1, sizeof *new_scene);
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new_scene->base.tick = title_tick;
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new_scene->base.end = title_end;
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@ -45,7 +45,7 @@ static void drawdef_debug(struct World *world) {
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struct World *world_create(void) {
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struct World *world = cmalloc(sizeof *world);
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struct World *world = malloc(sizeof *world);
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*world = (struct World) {
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.tiles = NULL,
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@ -58,9 +58,9 @@ struct World *world_create(void) {
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/* create the tilemap */
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/* it simply stores what's in each tile as a 2d array */
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/* on its own, it's entirely unrelated to drawing or logic */
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world->tilemap = cmalloc(sizeof *world->tilemap * world->tilemap_height);
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world->tilemap = malloc(sizeof *world->tilemap * world->tilemap_height);
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for (size_t i = 0; i < world->tilemap_height; ++i) {
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world->tilemap[i] = cmalloc(sizeof **world->tilemap * world->tilemap_width);
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world->tilemap[i] = malloc(sizeof **world->tilemap * world->tilemap_width);
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for (size_t j = 0; j < world->tilemap_width; ++j) {
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world->tilemap[i][j] = TILE_TYPE_VOID;
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@ -81,7 +81,7 @@ struct World *world_create(void) {
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/* the tiles array contains data meant to be used by other logic */
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/* most importantly, it is used to draw the tiles */
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const size_t tile_count = world->tilemap_height * world->tilemap_width;
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world->tiles = cmalloc(sizeof *world->tiles * tile_count);
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world->tiles = malloc(sizeof *world->tiles * tile_count);
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update_tiles(world);
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return world;
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@ -14,11 +14,11 @@
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void game_tick(void) {
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if (ctx.initialization_needed) {
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if (!ctx.udata) {
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ctx.udata = ccalloc(1, sizeof (State));
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ctx.udata = calloc(1, sizeof (State));
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State *state = ctx.udata;
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state->ctx = &ctx;
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state->scene = ingame_scene(state);
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state->scene = title_scene(state);
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}
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}
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@ -13,7 +13,7 @@
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#define TERRAIN_FREQUENCY 0.15f
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#define TERRAIN_DISTANCE 100
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#define TERRAIN_DISTANCE 64
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#define HALF_TERRAIN_DISTANCE ((float)TERRAIN_DISTANCE / 2)
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#define PLAYER_HEIGHT 0.6f
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@ -237,7 +237,7 @@ static void ingame_end(State *state) {
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Scene *ingame_scene(State *state) {
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(void)state;
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SceneIngame *new_scene = ccalloc(1, sizeof *new_scene);
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SceneIngame *new_scene = calloc(1, sizeof *new_scene);
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new_scene->base.tick = ingame_tick;
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new_scene->base.end = ingame_end;
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@ -23,7 +23,7 @@ static void title_tick(State *state) {
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/* draw the tick count as an example of dynamic text */
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size_t text_str_len = snprintf(NULL, 0, "%llu", (unsigned long long)state->ctx->frame_number) + 1;
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char *text_str = cmalloc(text_str_len);
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char *text_str = malloc(text_str_len);
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snprintf(text_str, text_str_len, "%llu", (unsigned long long)state->ctx->frame_number);
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const char *font = "/fonts/kenney-pixel.ttf";
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@ -34,8 +34,8 @@ static void title_tick(State *state) {
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(Rect) {
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.x = 0,
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.y = 0,
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.w = text_w,
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.h = text_h,
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.w = (float)text_w,
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.h = (float)text_h,
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},
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(Color) { 0, 0, 0, 255 }
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);
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@ -53,7 +53,7 @@ static void title_end(State *state) {
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Scene *title_scene(State *state) {
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(void)state;
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SceneTitle *new_scene = ccalloc(1, sizeof *new_scene);
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SceneTitle *new_scene = calloc(1, sizeof *new_scene);
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new_scene->base.tick = title_tick;
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new_scene->base.end = title_end;
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@ -18,12 +18,9 @@
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#define DEG2RAD (M_PI / 180)
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#define RAD2DEG (180 / M_PI)
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/* TODO: shouldn't be a thing */
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#ifndef TWN_NOT_C
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TWN_API void *cmalloc(size_t size);
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TWN_API void *crealloc(void *ptr, size_t size);
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TWN_API void *ccalloc(size_t num, size_t size);
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TWN_API void log_info(const char *restrict format, ...);
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TWN_API void log_critical(const char *restrict format, ...);
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TWN_API void log_warn(const char *restrict format, ...);
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@ -43,7 +43,7 @@ typedef struct {
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TextureKey texture_key;
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GPUTexture gpu_texture;
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/* could be either `element_count` with supplied `element_buffer`, or this, but not both */
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/* could be either `element_count` with supplied `element_buffer`, or `primitive_count`, but not both */
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uint32_t primitive_count;
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uint32_t element_buffer;
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uint32_t element_count;
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@ -229,7 +229,8 @@ VertexBufferBuilder build_vertex_buffer(VertexBuffer buffer, size_t bytes) {
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void finish_vertex_builder(VertexBufferBuilder *builder) {
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glUnmapBuffer(GL_ARRAY_BUFFER);
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if (!glUnmapBuffer(GL_ARRAY_BUFFER))
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CRY("finish_vertex_builder", "Error unmapping a vertex array buffer");
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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builder->base = 0;
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@ -31,6 +31,7 @@ void delete_vertex_buffer(VertexBuffer buffer) {
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void specify_vertex_buffer(VertexBuffer buffer, void const *data, size_t bytes) {
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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glBufferData(GL_ARRAY_BUFFER, bytes, data, GL_STREAM_DRAW);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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@ -90,6 +90,8 @@ void render_rect_batch(const Primitive2D primitives[],
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(Vec2){0}, (Vec2){0}, (Vec2){0}, (Vec2){0},
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rect.color);
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}
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finish_vertex_builder(&payload);
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}
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finally_render_quads(primitives, batch, vertex_array);
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@ -244,6 +244,8 @@ void render_sprite_batch(const Primitive2D primitives[],
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push_quad_payload_to_vertex_buffer_builder(batch, i, &payload, v0, v1, v2, v3, uv0, uv1, uv2, uv3, sprite.color);
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}
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finish_vertex_builder(&payload);
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}
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finally_render_quads(primitives, batch, vertex_array);
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@ -11,6 +11,10 @@
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#define MAX SDL_max
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#define MIN SDL_min
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void *cmalloc(size_t size);
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void *crealloc(void *ptr, size_t size);
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void *ccalloc(size_t num, size_t size);
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void cry_impl(const char *file, const int line, const char *title, const char *text);
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#define CRY(title, text) cry_impl(__FILE__, __LINE__, title, text)
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#define CRY_SDL(title) cry_impl(__FILE__, __LINE__, title, SDL_GetError())
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